To each his own I guess. Right now the unlocks aren't Aline's decision, they're something to do with "Evil Mind", "corrupted" code, and so on. And the same can be said of almost every player inputs.
The highlighted part I'd push back on - that doesn't really line up with the way the game flows. The vast majority of player inputs are Aline's decisions - where to go, which monster to punch or taunt, which pentagram to activate, what line to say, etc. Even half of the skill unlocks are her choice.
To use this site's tags, it has a lot more in common with 'hypnotism' than 'corruption' - if the latter requires the character to maintain some agency, at least.
The game lives in this weird, in-between space - "hypnotism" implies a lack of control (subtle or overt), while "corruption" implies control (agency), but using it to go down the wrong path.
As it is, the game's corruption systems are a weird mish-mash of both approaches that ends up diluting the impact of either. The unlocks are "forced" on Aline, except that they are not. She's hypnotized/mind-controlled - but always has the option of just playing things straight. But if she
chooses the "wrong" option - then she reacts as if she was
forced to make that choice - which she never is....
The game is trying to be all things to all players, and it's losing focus because of that. And that lack of focus or clarity is exactly what's behind the awkward, convoluted villain-babble - the Evil^TM Cybercorp, the Evil^TM Bolton, the Evil^TM algorithm, the Evil^TM Evil Mind...